MOAR HATS... or not? omg, fixes, loads, and only 1 new item....
http://www.youtube.com/watch?v=Vh78T--ZUxY >________________________________ >From: Jason Ruymen <[email protected]> >To: 'Half-Life dedicated Linux server mailing list' ><[email protected]>; 'Half-Life dedicated Win32 server mailing >list' <[email protected]>; "'[email protected]'" ><[email protected]> >Sent: Thursday, 15 September 2011, 22:29 >Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: >Source and Half-Life 2: Deathmatch Updates Released > >Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: >Source and Half-Life 2: Deathmatch are now available. The specific changes >include: > > > >Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM) > >- Added a server command line option called "-dumplongticks" which will >generate minidumps when there are long server frames > >- Fixed startmovie failing for the raw, tga, jpg, and wav options > >- Fixed some HUD messages not displaying properly on widescreen resolutions > >- Updated the localization files for all games > > > >Team Fortress 2 > >- Fixed Demomen with the Persian Persuader equipped picking up ammo crates >when they're already at full health > >- Fixed hatless headgear not removing the player's hat > >- Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola > >- Fixed teleporter progress being displayed incorrectly after upgrading a >teleporter while it was recharging > >- Fixed a rare server crash related to assists > >- Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new >value for the cvar > >- Purchased items are no longer announced in the chat text > >- Reduced the amount of server console output when client commands are out of >sync > >- Added the following ConVars for proxy support for replay FTP offloading: >replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and >replay_fileserver_offload_proxy_port > >- Removed replay_port ConVar (and the need for replay to open a port) > >- Updated the matchmaking filtering to speed up searches and reduce the number >of pinged servers > >- Updated Pl_Upward > > - Fixed ending the game mid-round when mp_timelimit has been reached > > - Fixed several exploit areas > >- Updated Pl_Goldrush > > - Stage 1 : Fixed overlapping train track models > > - Stage 1 : Fixed terrain seam by red spawn exit > > - Stage 1 : Fixed red spawn room door going through ceiling > > - Stage 1 : Light fixture on roof structure of red's first spawn building >switched to non-solid > > - Stage 2 : Added func_nobuild under bridge that would get teleported >players stuck > > - Stage 3 : Added invisible func_brushes above roofs to block blind demo >grenade spam > > - Stage 3 : Fixed wood structure by main gate entrance so it doesn't >destroy teleport buildables > > - Stage 3 : Added clip brush to top of main gate entrance > > - Stage 3 : Extended red's respawn room brushes to enclose entire interior > > - Stage 3 : Added respawn visualizer material to back face of blocker that >prevents red from entering blue's respawn area from the top route > >- Updated Items > > - Added the Killer Exclusive > > - Added the Mask of the Shaman to the droplist and made it craftable > > - Added the El Jefe to the droplist and made it craftable > > - Added two new styles for the Large Luchadore > > - Fixed the Industrial Festivizer sometimes turning white > > - Updated the shading on the Crusader's Crossbow > > - Updated the Magnificent Mongolian texture and made it paintable > > - Updated the Carouser's Capotain with an improved appearance > > - Updated the Whiskered Gentlemen with an improved appearance > > - Updated the particle effects for the Cow Mangler 5000 and the Righteous >Bison > > - Updated the Stickybomb Jumper > > - Now uses a unique texture and projectile > > - No longer causes the wielder to take increased damage from other >sources > > > >Counter-Strike: Source > >Cumulative weapon updates > >- All weapons now have a new accuracy model which fixes many bugs and provides >more intuitive weapon behavior > >- Weapons now have separate accuracy penalties for jumping, landing, and >standing on ladders > >- All weapons are now more accurate while crouching > >- Accuracy penalties for movement no longer have a discrete threshold, but >scale between crouch move and run speed > >- All rifles are less accurate while running > >- Fixed bug that caused the glock to fire burst rounds on three consecutive >tick frames. It now fires burst rounds with a 0.05 cycle time > >- Fixed a bug that cause the famas to fire burst rounds on uneven intervals >(0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075 > >- Fixed bug for the bolt action sniper rifles that caused their zoom state to >incorrectly toggle when holding down fire > >- Fixed bug that would cause the suppressor state on the USP and M4A1 to not >be accounted for correctly when the weapons were dropped with the suppressor >attached and then picked up > >- Fixed fast suppressor switch exploit > >- Decreased range of shotguns, while slightly increasing damage > >- Slightly increased damage of m249 > >- Sniper rifles now zoom faster > >- AWP fire animation changed to match 1.5 second cycle time > >- Fixed burst fire prediction of FAMAS > >- Fixed animation issue with elite dry fire > >- Fixed timing of sounds on Glock burst fire > >- Weapon spread patterns are no longer square > >- Dynamic crosshair now uses actual weapon accuracy, rather than a separate >simulation > >- Increased run speed for Galil and FAMAS > >- Increased FAMAS accuracy and reduced spread for burst mode > >- Increased accuracy of silenced USP > >- Increased accuracy of zoomed sg552 > >- Cycle time for dual elites increased to .12 second > >- Fixed firing of "stale" burst mode bullets on glock and famas > >- Fixed reload animation issue with shotguns under high latency > >- Fixed bug which allowed a CT to defuse the bomb in the same frame that it >exploded > >- Pistols no longer continuously spam weapon_fire event when the +attack key >is pressed. This has the side effect of no longer allowing the glock to >continuously auto-fire in burst mode). > >- Weapons no longer continuously cycle the weapon_reload event when the reload >key is pressed > >- Weapons no longer continuously cycle the empty fire event (and click) when >out of ammo and the attack button is held > > > >Other bug fixes > >- Re-enabled the ability for max grenades to be set from server convars > >- Allow observing other players when mp_fadetoblack is enabled and >mp_forcecamera is something other than OBS_ALLOW_NONE > >- Scoreboard is now more robust with user modified layout changes > >- Added defuser icons to CTs on the scoreboard; these are analagous to the >bomb icons for Ts, in that they only are visible for team members and >spectators > >- Defuser, bomb, and VIP icons are now colored by team color convar > >- Bomb/defuser icons are no longer shown for members of the opposing team when >you are not allowed to spectate them > >- Updated player max speed cap so that it no longer limits players to 240 >movement speed > >- Allow player max speed to be changed by mods > >- Killing friendly players no longer increments the player stat for kills with >enemy weapons > >- Round no longer ends when timer runs out and mp_ignore_round_win_conditions >is set > >- Players no longer get weapon donation credit for buying, dropping, and >picking up the same weapon > >- Fixed crash related to planting C4 > >- Fixed positioning of hud_targetid; it now is correctly visible in wide >screen aspect ratios and when spectating > >- Updated the multiplayer options UI so that it offers more options for >configuring the crosshair > >- When dynamic crosshair is disabled, the crosshair is now completely static > >- Fixed a couple of issues with the view offset when dead was fighting with >the observer code > >- Fixed a bug where the client would have a ragdoll entity in CS, but wouldn't >have actually created a ragdoll which would give a one frame glitch in the >death camera position setup > >- Fixed an exploit where users could disable flashbang audio effects using >alias commands > >- Marked the "mat_diffuse" convar as a cheat to protect against exploits > >- Fixed issue with buying multiple grenades when ammo_*_max were set to other >than the defaults > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

